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RHS Escalation (AFRF and USAF)
simicsko replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Can someone help me configure how the RHS pontoon build works. I've been trying for a few days but no luck. 😞 My steps so far: - I installed the required ACE and RHS MODs: CBA_A3, ACE, RHSUSAF, RHSAFRF. - According to the decsription on the Arma 3 pontoon scripts I did the following: - I copied the scripts into the mission folder (truck_load.sqf, place_pontoon.sqf, truck.sqf) - I placed the initialization of the necessary scripts in the init script: if (isServer) then { null = [] execVM "truck_load.sqf"; null = [] execVM "place_pontoon.sqf"; }; - For the pontoon objects I want to build with (I think these are the source pontoons), I copied the following line into their Init field: [this, true, [0, 3, 1], 10] call ace_dragging_fnc_setCarryable; At 03:19 a red circle and a Load inreaction appear. This will snap the pontoon bridge element into place. I don't see this red circle and the Load option in the the interactions. What do I need to make the joining of bridge elements work? Does anyone have experience with this and can help me with the configuration steps? Thanks in advance.- 16577 replies
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CBA - Community Base Addons - ARMA 3
simicsko replied to vipermaul's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thank you for your tip. The problem was really with the ACE mod. 👍 -
CBA - Community Base Addons - ARMA 3
simicsko replied to vipermaul's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks for the idea, we'll try it, then I'll report back. -
CBA Vesrioning - ace - Version Mismatch!
simicsko replied to simicsko's topic in ARMA 3 - TROUBLESHOOTING
Thank You Gunter! 👍 -
CBA - Community Base Addons - ARMA 3
simicsko replied to vipermaul's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi all! I would like to ask for a little help: We wanted to play a mission with three machines (my machine is the server), but one of the machines displays the following error and is rejected by the server: "0:00:00)cba_vesrioning - ace - Version Mismatch!" (Machine:Charlie_1 (Player) version: 3.16.0.72, serverVersion: 3.16.1.74, Level:4)" We deleted the CBA_A3 MOD on the client, unsubscribed on STEAM, then resubscribed, the same error remained. In the MOD list, on the property page of CBA_A3, we see the same parameters on all three machines: Author CBATeam Last Update 2023.10.25. 21:28 File size: 3,9 MB Status: Ready Multiplayer: Signed The other machine connects without any problems. Does anyone have any idea what could be causing this? Thanks in advance -
Hi all! I would like to ask for a little help: We wanted to play a mission with three machines (my machine is the server), but one of the machines displays the following error and is rejected by the server: "0:00:00)cba_vesrioning - ace - Version Mismatch!" (Machine:Charlie_1 (Player) version: 3.16.0.72, serverVersion: 3.16.1.74, Level:4)" We deleted the CBA_A3 MOD on the client, unsubscribed on STEAM, then resubscribed, the same error remained. In the MOD list, on the property page of CBA_A3, we see the same parameters on all three machines: Author CBATeam Last Update 2023.10.25. 21:28 File size: 3,9 MB Status: Ready Multiplayer: Signed The other machine connects without any problems. Does anyone have any idea what could be causing this? Thanks in advance
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Part of group in trigger zone
simicsko replied to simicsko's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ohh... Group synced with trigger. Tank you so much Hrazach. 😉 In the meantime, I found another good solution: If group1 reaches a specific waypoint, events can also be activated with it. Thank you for your help. -
Part of group in trigger zone
simicsko replied to simicsko's topic in ARMA 3 - MISSION EDITING & SCRIPTING
In the example you show, I don't see which group activates the trigger. In my example, group1 is an AI group. It is important that the trigger is activated only for this group. -
Part of group in trigger zone
simicsko replied to simicsko's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ohh, I didn't say it exactly: So I have a group: group1. I want a trigger for this, so that if any live member of the group1 reaches the trigger area, the trigger will be activated. -
Hi! I am looking for a solution so that if any member of a group (that is, a part of the group) reaches the area of a trigger, the trigger will be activated. Does anyone have an idea for this?
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Create Custom Progress Bar With Mark
simicsko replied to nark0t1k's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi, How to remove the progress bar from the screen after it has run? -
Run a script on behalf of a specific player (MP)
simicsko replied to simicsko's topic in ARMA 3 - MISSION EDITING & SCRIPTING
No problem! 🙂 Could you help me as much as how I can start the process on behalf of the player from the Scroll menu? I tried to include what you wrote for object init, but for some reason it doesn't work. The first menu item is self-healing, it works perfectly. But calling the helikpoter doesn't: menu0 = { player addAction[("<t color=""#7FFF00"">" + ("Heal Yourself") +"</t>"),{execVM "MEDICAL\selfHealing.sqf"}]; player addAction [ ("<t color=""#00FF00"">" + ("PlayerName") +"</t>"), { params ["_target", "_caller", "_actionId", "_arguments"]; [_caller] execVM "PlayerName.sqf"; }, nil, 1, false, true ]; }; []spawn menu0; hint "PLAYER MENU LOADED"; I tried a trigger (that might be the problem), which detects the spawning of the aforementioned players Alpha_1 and Bravo_1 (Object varNames) and starts the Scrollmenu.sqf script: Trigger Condition: Alpha_1 inArea thisTrigger; On Activation: execVM "ScrollMenu.sqf"; I would like to solve it with a menu so that the options are not limited by the number of radios that can be called with the trigger (Alpha to India). -
Run a script on behalf of a specific player (MP)
simicsko replied to simicsko's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Brilliant solution! 👌 Working perfectly. I found out why the helicopter didn't start: In the original mission, I started the helicopter with a trigger that was assigned with a waypoint activation. That's why it didn't start. 🙂 One small thing: at the last waypoint, this line did not delete the helicopter: _Supp1wp3 setWaypointStatements ["true", "{deleteVehicle _x;}forEach ( crew Supply_Heli_1 + Supply_Heli_1 );"]; I replaced it with this one, it works like this: _Supp1wp3 setWaypointStatements ["true", "{deleteVehicle _x;}forEach crew Supply_Heli_1; deleteVehicle Supply_Heli_1;"]; Dear Larrow, thank you very much for your help! 😉 -
Run a script on behalf of a specific player (MP)
simicsko replied to simicsko's topic in ARMA 3 - MISSION EDITING & SCRIPTING
All right. Please be patient, I will probably be at the machine again on Sunday or monday -
Run a script on behalf of a specific player (MP)
simicsko replied to simicsko's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I want the helicopter to be able to call any player to their position. The SupplyTransport_1 is the name of the helicopter group (Composition Variable Name).